apply_mesh_boolean
Modify a DynamicMeshActor's live mesh in Unreal Editor with a CSG boolean against a temporary sphere or primitive, applying Subtract, Union, or Intersect in place.
Instructions
Apply a CSG boolean (Subtract by default, Union or Intersect) between the live dynamic mesh of a DynamicMeshActor in the editor world and a temporary primitive tool: other_primitive (Sphere by default) of size cm, offset by location in mesh-local space. The target is changed in place inside an editor transaction, nothing is saved, and each call cuts or merges again. An unknown actor, operation or primitive is an error. When the engine refuses the result (an empty one, such as subtracting from an empty mesh) the mesh is left unchanged, boolean_applied is false and the call fails. To use another actor's mesh as the tool call apply_mesh_boolean_actor_to_actor.
Returns: { actor_name: string, operation: string, other_primitive: string, triangle_count: int, triangle_count_before: int, vertex_count: int, boolean_applied: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| size | No | Tool primitive size in cm, default 100 | |
| location | No | Optional tool [x, y, z] offset | |
| operation | No | Union, Subtract, or Intersect, default Subtract | |
| actor_name | Yes | Label or name of the target DynamicMeshActor | |
| dimensions | No | Fallback alias for size when size is omitted (cm) | |
| other_primitive | No | Tool primitive shape, default Sphere |